;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
4       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Barbary,            0,-2,  no,  no,  0, 2    ; AFl
Ballistics,         5, 0,  Inv, Cst, 1, 0    ; Alp
Shipbuilding,       6, 0,  Met, Too, 1, 4    ; Amp
Astronomy,          4, 1,  Mys, Mat, 0, 3    ; Ast
Turkish Worldview,  0,-1,  no,  no,  1, 0    ; Ato
Trace Italienne,    6,-1,  Cst, Alp, 1, 0    ; Aut
Credit Instruments, 4, 1,  Cur, Sea, 1, 1    ; Ban
Bridge Building,    4, 0,  Eng, Mas, 0, 4    ; Bri
Men-at-Arms,        0,-2,  Feu, nil, 1, 0    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Gunpowder,          8, 2,  Uni, Med, 1, 0    ; Che
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Legal Codes,        4, 1,  nil, Wri, 0, 2    ; CoL
Slave Troops,       0,-2,  Feu, Bro, 0, 0    ; CA 
Polearms,           8,-1,  Feu, Bro, 1, 0    ; Cmb
None,               5, 0,  no,  no,  2, 3    ; Cmn
Mediterranean Trade,0, 0,  no,  no,  1, 1    ; Cmp
Crossbowmen,        1,-1,  Tra, Eng, 1, 0    ; Csc
Vauban Fortresses,  7, 0,  Gun, Tac, 1, 0    ; Cst
Tax Farming,        4, 0,  Uni, Mat, 1, 1    ; Cor
Currency,           4, 1,  Mat, CoL, 0, 1    ; Cur
Commonwealth,       0, 2,  no,  no,  1, 2    ; Dem
Economics,          4, 1,  X4,  Cor, 1, 1    ; Eco
Musketry,           5, 2,  Tac, Gun, 1, 0    ; E1 
Printing Press,     6, 2,  Inv, Uni, 1, 4    ; E2 
Engineering,        4, 0,  Mat, Mas, 0, 4    ; Eng
Heliocentrism,      2, 2,  NP,  U1,  1, 3    ; Env
Diplomacy,          2, 0,  SE,  NF,  1, 0    ; Esp
Explosives,         4, 0,  Gun, Che, 1, 4    ; Exp
Feudalism,          4,-1,  Hor, X7,  0, 0    ; Feu
State Military,     4,-2,  Rob, Aut, 1, 0    ; Fli
Islam,              0,-2,  no,  no,  1, 2    ; Fun
Barbary Pirates,    0, 0,  no,  no,  1, 0    ; FP 
Mercantilism,       5, 0,  Rep, Las, 1, 1    ; Gen
Peasant Revolts,    3, 0,  Cor, X7,  1, 2    ; Gue
Metallurgy,         7,-2,  Che, Inv, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
European Worldview, 0, 0,  no,  no,  1, 2    ; Ind
Invention,          3, 1,  Eng, Uni, 1, 4    ; Inv
Adv. Iron Working,  5,-1,  Phy, Gun, 0, 4    ; Iro
Cannon-making,      5,-2,  E2,  X5,  1, 0    ; Lab
Merchant Marine,    5, 0,  U3,  X4,  1, 0    ; Las
Leadership,         4,-1,  Tac, E1,  1, 0    ; Ldr
Widespread Literacy,5, 2,  Wri, CoL, 1, 3    ; Lit
Local Trade,        6, 1,  Tra, Roc, 1, 1    ; Too
Physics,            4,-1,  Phy, X4,  1, 4    ; Mag
Map Making,         6,-1,  nil, nil, 0, 4    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Reformation,        3, 0,  Ref, E2,  1, 2    ; MP 
Mathematics,        4,-1,  Wri, Mas, 0, 3    ; Mat
Medicine,           4, 0,  X2,  Tra, 1, 4    ; Med
Coastal Defense,    6,-2,  Aut, Cst, 1, 0    ; Met
World Trade,        6, 1,  X6,  Gen, 1, 1    ; Min
Modern Troops,      8,-2,  Fli, SE,  1, 0    ; Mob
Feudal Nobility,    0, 0,  no,  no,  0, 2    ; Mon
Monotheism,         5, 1,  Mys, PT,  0, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 4    ; Nav
Balance of Power,   6,-2,  Fli, Aut, 1, 0    ; NF 
Adv. Navigation,    5, 0,  U3,  U1,  1, 4    ; NP 
Empiricism,         3, 2,  Sth, Env, 1, 3    ; Phi
Adv. Construction,  4, 1,  Nav, Lit, 1, 4    ; Phy
Construction,       4, 0,  Mas, nil, 0, 4    ; Pla
Theatres/Opera,     4, 2,  Whe, X1,  1, 2    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT 
Food Storage,       4, 1,  nil, nil, 0, 1    ; Pot
None,               5,-1,  no,  no,  2, 3    ; Rad
None,               6, 0,  no,  no,  2, 3    ; RR 
Counter-Reformation,4, 0,  MP,  Sup, 1, 2    ; Rec
Heresy,             5, 1,  Sth, The, 1, 2    ; Ref
Enclosure Movement, 3, 1,  Inv, Gue, 1, 1    ; Rfg
Absolutism,         3, 0,  Sup, Eco, 1, 2    ; Rep
Foundries,          3, 0,  Gen, Lab, 1, 1    ; Rob
Craft Guilds,       0, 1,  Tra, CoL, 1, 1    ; Roc
Sanitation,         6, 2,  Med, Eng, 1, 4    ; San
Seafaring,          4, 1,  Map, nil, 0, 4    ; Sea
Janissaries,        0, 0,  CA,  nil, 1, 0    ; SFl
Rationalism,        3, 2,  Uni, X2,  1, 3    ; Sth
Nation States,      4, 0,  Rec, NF,  1, 2    ; SE 
Oceanic Trade,      0, 0,  no,  no,  1, 1    ; Stl
Judicial Reform,    4, 1,  CoL, Sth, 1, 2    ; Sup
Tactics,            6,-1,  Rec, Gun, 1, 0    ; Tac
Theology,           5, 2,  MT,  Uni, 1, 2    ; The
Theory of Gravity,  4, 2,  Env, Uni, 1, 3    ; ToG
Trade,              4, 1,  Sea, Cur, 0, 1    ; Tra
University,         1, 2,  Mat, X2,  1, 3    ; Uni
Anti-Spain,         0,-1,  no,  no,  1, 0    ; War
Enlightenment,      4,-1,  SE,  ToG, 1, 3    ; Whe
Basic Literacy,     4, 2,  nil, nil, 0, 3    ; Wri
Indust Revolution,  1, 0,  X3,  Rob, 2, 4    ; FT 
The Telescope,      3, 1,  Ast, Inv, 1, 4    ; U1 
The Chronometer,    3, 1,  Inv, Nav, 1, 4    ; U2 
Longitudinal Skills,3, 1,  U2,  Mag, 1, 4    ; U3 
Drama-Literature,   3, 2,  Phi, Lit, 1, 2    ; X1 
Philosophy,         3, 1,  Mys, Lit, 1, 3    ; X2 
Scientific Thought, 4, 2,  Env, Whe, 1, 3    ; X3 
Royal Monopolies,   4, 1,  Too, Amp, 1, 1    ; X4 
Bell Manufacture,   2, 1,  Iro, Roc, 1, 4    ; X5 
India Companies,    4, 1,  X4,  Las, 1, 1    ; X6 
Aristocracy,        0, 0,  Cer, CoL, 0, 2    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                  4, 1,    nil,
Warehouse,                 6, 1,    Pot,
Church,                    4, 1,    Cer,
MarketPlace,               8, 1,    Cur,
Scholars,                  8, 1,    Wri,
Civil Magistrate,          6, 1,    Sup,
City Walls,                8, 0,    Cst,
Water Supply,              8, 2,    Pla,
Merchants's Quarter,      12, 3,    Ban,
Cathedral,                12, 3,    MT, 
University,               16, 3,    Uni,
Town Council,             16, 4,    no, 
Theatre,                  10, 4,    Plu,
Foundry,                  30, 4,    Rob,
Manufacturing Plant,      32, 6,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Water Mill,               24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Royal Monopoly,           16, 4,    X4, 
Sewer System,             12, 2,    San,
Farms,                     8, 3,    Rfg,
Bank,                     20, 5,    X6, 
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,         12, 1,    Met,
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    Sea,
World Port,               20, 3,    Min,
Airport,                  16, 3,    no, 
Garrison,                  6, 2,    Rep,
Shipyard,                 12, 4,    Amp,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Excessive Taxes),        60, 0,    Cor,
Hungary,                  20, 0,    nil,
Imperial Settlement,      20, 0,    nil,
Dutch Trade Empire,       20, 0,    nil,
State Piracy,             20, 0,    Map,
Science,                  50, 0,    X3, 
Court of Star Chamber,    30, 0,    nil,
Iron Crown of Lombardy,   30, 0,    Mas,
Janissaries,              30, 0,    SFl,
War with the Turks,       30, 0,    Eng,
Marco Polo's Embassy,     20, 0,    nil,
Sublime Porte,            40, 0,    MT, 
Copernicus' Observatory,  30, 0,    Env,
Voyages of Discovery,     40, 0,    Nav,
Shakespeare's Theatre,    30, 0,    X1, 
State Military,           50, 0,    no, 
J. S. Bach's Cathedral,   40, 0,    Plu,
Isaac Newton's College,   40, 0,    ToG,
New World Trade,          40, 0,    Amp,
The Age of Reason,        40, 0,    MP, 
Statue of Liberty,        40, 0,    no, 
Balance of Power,         30, 0,    SE, 
Sun King,                 50, 0,    Rep,
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Cartography,              10, 0,    NP, 
The Enlightenment,        50, 0,    no, 
The Inquisition,          50, 0,    MT, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Hungary
nil,        ; Imperial Settlement
nil,        ; Dutch Trade Empire
nil,        ; State Piracy
nil,        ; Science
nil,        ; Court of Star Chamber
Feu,        ; Iron Crown of Lombardy
nil,        ; Janissaries
nil,        ; War with the Turks
Gen,        ; Marco Polo's Embassy
nil,        ; Sublime Porte
nil,        ; Copernicus' Observatory
nil,        ; Voyages of Discovery
nil,        ; Shakespeare's Theatre
no,         ; State Military
nil,        ; J. S. Bach's Cathedral
nil,        ; Isaac Newton's College
nil,        ; New World Trade
nil,        ; The Age of Reason
nil,        ; Statue of Liberty
nil,        ; Balance of Power
nil,        ; Sun King
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Cartography
no,         ; The Enlightenment
nil,        ; The Inquisition


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Peasants,     X3,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f, 10,0,  5, X3,  000000000000000
Men-at-Arms,  Cmb, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000
Guards,       SFl, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, CA,  000000000000000
Halberdiers,  Cmp, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, Cmb, 000010000000000
Janissaries,  Ind, 0,  1.,0,  3a,3d,  2h,1f,  4,0,  1, SFl, 000010000000000
Pikemen,      Cmp, 0,  1.,0,  3a,4d,  2h,1f,  4,0,  1, Cmb, 000010000000000
None,         no,  2,  1.,0,  5a,2d,  2h,1f,  3,0,  1, no,  000000000000000
Fanatics,     nil, 0,  1.,0,  3a,2d,  2h,1f,  2,0,  0, Fun, 000100000000000
Peasant Revolt,nil, 0,  1.,0,  5a,1d,  1h,1f,  5,0,  1, Gue, 000001000000010
Navarre,      Ind, 0,  0.,0,  0a,10d, 1h,1f, 20,0,  1, Mon, 000010000000001
Polish Hussars,nil, 0,  2.,0,  5a,2d,  2h,2f,  5,0,  0, no,  000010000000011
Berber Guard, Ind, 0,  1.,0,  2a,2d,  1h,1f,  3,0,  1, AFl, 000010000000000
Cossacks,     nil, 0,  3.,0,  4a,2d,  2h,1f,  6,0,  0, no,  000011000000000
Irish Nobility,Ind, 0,  0.,0,  0a,7d,  1h,1f, 20,0,  1, Mon, 000010000000001
Light Horse,  Tac, 0,  3.,0,  2a,1d,  1h,1f,  2,0,  0, Hor, 000000000000001
Horse Archers,Ind, 0,  3.,0,  4a,2d,  1h,1f,  3,0,  0, Hor, 000000000000001
Cavalry,      Cmp, 0,  2.,0,  8a,2d,  2h,1f,  8,0,  0, Ldr, 000000000000000
Heavy Horse,  Tac, 0,  2.,0,  5a,2d,  1h,1f,  6,0,  0, Feu, 000000000000000
Ghazis,       Ind, 0,  3.,0,  5a,2d,  2h,1f,  5,0,  0, CA,  000000000000001
Harquibusiers,Cmp, 0,  1.,0,  5a,2d,  2h,1f,  4,0,  0, Che, 000000000000000
Musketeers,   Cmp, 0,  1.,0,  6a,3d,  2h,2f,  5,0,  0, E1,  000000000000000
Horse Artillry,nil, 0,  2.,0,  7a,3d,  2h,2f,  5,0,  0, Fli, 000000000000000
Reiters,      Cmp, 0,  2.,0,  6a,2d,  2h,1f,  5,0,  0, Tac, 000000000000000
Cannons,      nil, 0,  1.,0,  8a,1d,  2h,2f,  7,0,  0, Inv, 000000000000000
Culverins,    nil, 0,  1.,0, 10a,1d,  2h,2f,  8,0,  0, Gun, 000000000000000
Falcons,      nil, 0,  1.,0,  6a,1d,  2h,2f,  6,0,  0, Lab, 000000000000000
Slavic Kingdom,Ind, 0,  0.,1,  0a,10d, 2h,1f, 20,1,  1, Mon, 000010000000001
Barbary Pirate,Ind, 2,  5.,2,  4a,3d,  2h,2f,  7,0,  2, FP,  000000000001001
Gustavus Adolpus,nil, 0,  2.,0,  9a,5d,  2h,2f, 11,0,  0, no,  100001101000101
none,         nil, 2, 14.,1,  8a,4d,  2h,2f,  8,0,  3, no,  000000000010001
Impassable,   nil, 1,  0.,127,  0a,1d,  1h,1f, 16,0,  6, no,  000000000000000
Dhow,         Ind, 2,  4.,0,  0a,1d,  1h,1f,  4,2,  4, Map, 000000000000000
Caravel,      Stl, 2,  4.,0,  0a,2d,  2h,1f,  5,3,  4, Nav, 000000000000000
Armed Merchant,Stl, 2,  4.,0,  3a,3d,  2h,1f,  7,4,  4, Too, 000000000000000
none,         nil, 0,  6.,0,  4a,4d,  2h,1f,  6,1,  2, no,  000000000000001
Town,         no,  0,  0.,0,  0a,5d,  2h,1f, 20,1,  0, no,  000000000000000
Galleon,      Las, 2,  5.,0,  5a,5d,  3h,1f,  7,4,  2, Amp, 000000000000000
Man-o-War,    Las, 2,  5.,0,  6a,6d,  3h,2f,  9,1,  2, Amp, 100000000000000
Ship-of-Line, nil, 2,  5.,0, 10a,10d, 4h,2f, 15,0,  2, Las, 000000000000000
Frigate,      nil, 2,  6.,0,  4a,4d,  3h,2f,  6,0,  2, X6,  100000000000001
City,         no,  0,  0.,0,  0a,10d, 2h,1f, 20,0,  1, no,  000000000000000
Sloop-of-War, nil, 2,  6.,0,  3a,3d,  3h,2f,  4,0,  2, Las, 100000000000001
East Indiaman,nil, 2,  6.,0,  2a,4d,  3h,1f,  6,4,  4, Las, 000000000000000
Fire Ship,    nil, 2,  2.,1,  8a,0d,  1h,4f, 20,0,  0, Exp, 001000000001000
None,         nil, 0, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Spanish Horse,War, 0,  2.,0,  6a,2d,  2h,1f,  7,0,  0, Chi, 000000000000001
Diplomat,     nil, 0,  2.,0,  0a,0d,  1h,1f,  6,0,  6, Esp, 000000000000011
Caravan,      Gen, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Trade Goods,  nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Gen, 000000000000010
Spanish Pikes,War, 0,  1.,0,  3a,4d,  2h,1f,  4,0,  1, Cmb, 000010000000000
Crossbowmen,  Che, 0,  1.,0,  4a,2d,  1h,1f,  3,0,  0, Csc, 000000000000000
Galley,       Amp, 2,  3.,0,  3a,3d,  2h,1f,  6,1,  2, Map, 000000000000000
Janissaries,  Ind, 0,  1.,4,  5a,3d,  2h,2f,  5,0,  0, SFl, 000000000000000
Spanish Harq.,War, 0,  1.,0,  5a,2d,  2h,2f,  5,0,  0, Che, 000000000000000
Hussars,      nil, 0,  3.,0,  7a,3d,  2h,1f,  5,0,  0, Mob, 000000000000001
Line Infantry,nil, 0,  1.,0,  6a,5d,  2h,2f,  4,0,  1, Mob, 000010000000000
Grenadiers,   nil, 0,  1.,0,  7a,4d,  2h,2f,  5,0,  0, Mob, 000010000000100
Dragoons,     nil, 0,  3.,0,  6a,4d,  2h,2f,  6,0,  1, Mob, 000000000000001
Galiot,       Ind, 2,  3.,0,  3a,2d,  2h,1f,  5,0,  2, Map, 000000000000000
Siege Gun,    nil, 0,  1.,0, 12a,1d,  1h,3f, 12,0,  0, X5,  000000001000000
Galleasse,    Stl, 2,  3.,0,  4a,4d,  2h,1f,  9,1,  2, Map, 000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,0,0,   no,  1, 5, 5,   no,  1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Gla,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Hil,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 1,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  4,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Gla,   ; Mou
Mountain Pass,86,1,  1,0,4,   no,  1,10, 1,   no,  0, 0,  0,  Pln,   ; Tun
Wooded Hills,3,4,  1,2,0,   Hil, 1,10, 5,   yes, 1,10,  1,  For,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Steppe,     1,2,  1,0,0,   no,  0,15, 6,   no,  0,15,  0,  Jun,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  Pln,   ; Oce
Oasis,      1,2,  3,1,0,
Pasture,    1,2,  2,2,2,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,3,2,
Coal,       2,2,  1,2,0,
Gold,       3,6,  0,1,6,
Bandits!,   1,2,  1,0,2,
Timber,     2,4,  1,2,0,
Peat,       2,3,  1,4,0,
Pasture,    2,2,  2,2,2,
Fish,       1,2,  3,0,2,
Oasis,      1,2,  1,0,1,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,3,2,
Wine,       2,2,  1,0,4,
Iron,       3,6,  0,4,0,
Trade Route,1,2,  2,1,6,
Silver,     2,4,  1,0,4,
Spice,      2,3,  3,0,4,
Wheat,      2,3,  3,1,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Lord,        Lady
Despotism,      Lord,        Lady
Aristocracy,    King,        Queen
Communism,      Comrade,     Comrade
Islam,          Sultan,      Sultan
Absolutism,     King,        King
Commonwealth,   Protector,   Protector

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesare,      Lucretia,            0, 1, 3, Romans,      Roman,       0, -1,  1,     1, Duke, Duchess, 2, King, Queen
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian,  1, -1, -1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      0,  0,  0,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Marie Antoinnette,   0, 3, 3, French,      French,      0,  0,  0,     4, Archbishop, Archbishop, 6, Minister, Minister
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,    -1, -1,  1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,     1,  0, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 3, Persians,    Persian,     0,  0,  0,     2, King, Queen,  4, Cardinal, Cardinal
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Leather,
Wool,
Iron ore,
Furs,
Salt,
Weapons,
Copper,
Glass,
Lead,
Lumber,
Silver,
Cloth,
Textiles,
Gold,
Grain,
Silk,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













